Jurnal Pendidikan Administrasi Perkantoran
Not a member yet
158 research outputs found
Sort by
Pengaruh Model Pembelajaran SAVI (Somatic, Auditory, Visual, Intelectual) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Korespondensi di SMK Negeri 10 Surabaya
This study aims to know the difference from application of conventional method oral models that compared to Somatic, Auditory, Visual, dan Intellectual (SAVI) models in basic competiences learning about office communication of Grade X OTKP SMKN 10 Surabaya students. This kind of study is quasi experimental design with non-equivalent control group design.. The sample that used are students of class X OTKP 3 as a control class and class X OTKP 4 as an experimental class. Result of the analysist, found significant difference from experimental class study result where have 28,06 (gain score) that obtained from 78,06 (mean of postest) that reduced by 50 (mean of pretest). While for control class have 20,42 (gain score) that obtained from 58,18 (mean of postest) reduced by 47,78 (mean of pretest). Then, based on the t-test on the psychomotor values of students, it was obtained that tcount was 4,498 with a significance level of 00 (0.00) and a confidence level of 95% α = 0.05 with df = N-2 = 70, then a ttable = 1.994 was obtained. It can be concluded from the results of the t-test that H0 is rejected and H1 is accepted. Thus it was concluded that the difference after being applied Somatic, Auditory, Visual, and Intellectual (SAVI) was an increase in students results and speaking skills of class X OTKP students on the basic competiences learning about office communicatio
Analisis Model Discovery Learning Sebagai Upaya Meningkatkan Pemahaman Konsep Tata Ruang Kantor
This article is aimed to analyze how the discovery learning model can improve students understanding of office layout concepts. Basic competence regarding office layout is aimed for students to identify and formulate office layout problems through collecting the data, processing the data, and communicating the concepts of office layout. In the implementation of office layout learning, material delivered thorugh a direct learning model with lecture method is difficult to understand and less stimulating the students activity and ability. The direct learning model with lecture method is not appropriate with the provision of the current curriculum, 2013 curriculum in 2017 revision which focuses on student centered learning. œBased on the current curriculum provision, learning model that focuses on the students themselves in the learning process is necessary to apply in order to stimulate the students activeness, abilities, and interests in improving the understanding of concept in the teaching and learning process. The discovery learning model is the proper model to improve understanding of office layout concept, œbecause the model aims to stimulate the students to be more active in learning activities to develop creativity and ability to think rationally and critically in problem solving. The basic competency regarding office layout will be useful not only in the workplace but also useful for daily life. The type of this research is conceptual which proves that the discovery learning model is the right choice as an effort to improve the concept of office layout
Pengembangan Media Pembelajaran Permainan Kartu Yugioh! Pada Mata Pelajaran Korespondensi di SMK Krian 2 Sidoarjo
Correspondence Subjects are one of the productive subjects that must be taken by SMK students (Vocational High Schools), especially vocational students in the field of expertise in OTKP (Office Management Automation) found in class X OTKP. This subject covers Basic Competencies in Applying Communication by Telephone in Indonesian. The implementation of learning conducted by the teacher to explain the material using power point learning media, but the teacher has never makes variations of learning on the power point media and the teacher explains still using the lecture method. This causes students to tend to feel bored in learning that is too monotonous. In addition, results of distribution of questionnaires to use of power point learning media used by teachers, namely 25% of students tend to feel bored in using power point media, 15% of students are not interested in power point media used by teachers, 15% of power point media used by the teacher is not easily understood by students, and 45% of students can understand the delivery of material using power point media from the teacher. This research was conducted with the aim to find out the results of developing Yugioh card game learning media! on the subject of correspondence at SMK Krian 2 Sidoarjo. So with the Yugioh! card game learning media can help the learning process is more interesting and make students motivated to better understand learning material. During the learning process students can play an active role, cooperate with each other, and can think critically. The type of research used is Research and Development (R&D) with the 4D development model is namely define, design, develop, and disseminate. However, this research was only carried out at the design stage only due to limitations in this study. Based on the results of the study, at the stage of define carried out an analysis of the things needed in media develop, namely the early analysis, student analysis, task analysis, concept analysis, and specification of learning objectives. After defining, the design phase is carried out which is carried out several stages, namely the design of the material into learning media, the initial design of instructional media, determining the contents of the card and the design of the card, after the next design is carried out media printing. So it can be concluded the development of Yugioh! card game learning media can help the learning process more interesting and make students better understand the learning material
Pengaruh Model Pembelajaran Problem Based Learning Pada Mata Pelajaran Otomatisasi Tata Kelola Humas dan Keprotokolan Terhadap Hasil Belajar dan Kemampuan Berpikir Kritis Siswa Kelas XI OTKP SMK Ketintang Surabaya
This study aims to determine the effect of the problem based learning model of learning in Public Relations and Protocol on learning outcomes and critical thinking skills of class XI OTKP students at SMK Ketintang Surabaya. This type of experimental research uses a quasi experimental design with a non-equivalent control group design. Data analysis used normality test, homogeneity test, t-test and gain score. T test results based on the value of student learning outcomes indicate the value of tcount> ttable (2.898>2.005) and the results of t-test based on the value of students' critical thinking skills. Show the value of tcount>ttable (10,554> 2,005). Then the difference (gain score) pre-test and post-test values obtained that tcount> ttable (4.643>2.005). With the difference (gain score) the average value of the pre-test and post-test experimental class 18.036 is greater than the pre-test value of the control class of 10.536. So it can be concluded that there is an influence of problem based learning model of learning on the subject of automation in Public Relations and Protocol management on learning outcomes and critical thinking skills of students in class XI OTKP SMK Ketintang Surabaya
Perancangan Buku Ajar Berbasis Saintifik Pada Mata Pelajaran Teknologi Perkantoran di SMK Ketintang Surabaya
The purpose of this researh is to determine the results of the development of scientific-based textbooks at office technology subjects at SMK Ketintang Surabaya. The office technology teacher at Ketintang Vocational School in Surabaya stated that teaching materials in the form of textbooks did not exist before. This whole time, the teacher uses LKS and materials found from the internet for the learning activities. However, the LKS used is not in accordance with the syllabus in the revised edition of the 2013 curriculum which emphasizes on the scientific learning (5M). This definitely does not reflect the characteristics of learning that should be student-centered. The type of research used is Research and Development (R&D) with the 4D development model developed by Thiagarajan, namely defining, designing, developing, and disseminating. However, this research was only carried out until the design stage only due to the limitations in this study. The results of this research are analyzing the textbooks that will be developed which begin with the define stage which includes the preliminary analysis, analysis of students, task analysis, concept analysis, and specifications of learning objectives. Next step is the design phase which includes the preparation of the textbook, the selection of the textbook format, and the design of the textbook itself. Therefore, it is expected that the development of scientific-based textbooks in office technology subjects at SMK Ketintang Suarabaya can help the teachers to deliver the learning materials and can facilitate students in understanding those materials in office technology subjects
Pengaruh Model Pembelajaran Problem Based Learning (PBL) terhadap Kemampuan Berpikir Kritis dan Pemecahan Masalah pada Mata Pelajaran Administrasi Umum Kelas X OTKP di SMK Negeri 10 Surabaya
This study aims to see the influence of problem-based learning model (PBL) for critical thinking and problem solving skills in the general implementation of X-OTKP class in SMK Negeri 10 Surabaya. The type of research used is quasi Experimental Design Research, with the design of non-equivalent Control Group Design Research. The research samples use class X OTKP 1 and X OTKP 2 with a Total of 36 students. Data collection techniques in the form of interviews, observations, tests, and documentation. Research instruments used test sheets (pretests and posttests) as indicators of critical thinking ability, and a skill sheet used as an indicator of problem-solving capabilities. Analysis of research data using independent sample test test and gain score.Based on the results of analysis of T tests for problems Pretest and Posttest obtained tcount 3.611 with significance level 0.001. With a confidence level of 95%, the value of ? = 0.05, with (df) 70 so that it is obtained with (1.997). The results of the troubleshooting analysis obtained tcount 3.562 with a significance of 0.000 with a 95% confidence rate, value of ? = 0.05, with (df) of 70 so obtained this by (1.997). The gain score is tcount 2.065> ttable 1.997 then can be deduced H0 rejected then H1 received. The Inconclusive Learning Model (PBL) affects critical thinking ability and problem solving skills in the general administration of X-OTKP class in SMK Negeri 10 Surabaya
Pengembangan Kemampuan Interaktif dan Reaktif Siswa Dengan Metode Pembelajaran Sosiodrama
This article is a type of conceptual research that explains how sociodrama learning methods are able to develop students' interactive and reactive abilities. The subject of automation in public relations and protocol management, especially the basic competencies for implementing meetings, aims to enable students to practice how to simulate meetings. In the implementation of learning, the conceptual delivery of material isnt enough to stimulate students' kinesthetic intelligence, and therefore practical activities need to be applied in its application. Sociodrama learning methods are considered appropriate and in accordance with the learning objectives. The sociodrama method is a teaching method conducted by the teacher by providing opportunities for students to play roles using improvised dialogue about social phenomena that occur in the community or experience-based learning in the form of social drama. Sociodrama trains students to express their opinions in meetings, think responsively in problem solving, communicative in interacting, and bring up cooperative attitudes in groups. The review in this article proves that the sociodrama learning method is very influential in the development of students' interactive and reactive abilities
Pengembangan Media Pembelajaran Interaktif Game Ular Tangga Berbasis Unity 3D Pada Mata Pelajaran Kearsipan Kelas X OTKP di SMKN 4 Surabaya
Lack of interactive learning media used by teachers in the learning process tends to make students easily bored and have difficulty in understanding the material. So the teacher is expected to be able to make interactive learning media interesting and appropriate for use in the learning process. This research aims to describe the process of developing interactive learning media for snakes and ladders game based on 3D unity in the X-class OTKP subjects in SMKN 4 Surabaya. This type of research is research and development (Research and Development). The development model used in this study is ADDIE (Analysis,Design, Development, Implementation, and Evaluation), but this developmentresearch only reaches the Analysis and Design stage only because of the limitations of researchers. The results showed that at the analysis stage to find out some problems, the researcher conducted a preliminary study at Vocational High School 4 Surabaya by conducting interviews with Filing subjects directly and conducting interviews using several questions in a questionnaire. Then the researchers conducted an analysis of the characteristics of students. and then the researchers conducted the competency and instructional analysis stages. After the analysis phase is completed, the design phase is carried out. In the design phase the researchers made the initial design of interactive learning media making game snakes and ladders based on unity 3D. at this stage the researchers designed the learning media by creating storyboards about the snakes and ladders game. Storyboard function is used as a guide for making it easier in the process of making learning medi
Analisis Model Pembelajaran Number Head Together Dalam Meningkatkan Keaktifan Siswa
This study aims to describe the Joint Head Number Learning model in increasing student activity. This research is a descriptive qualitative study. The research subjects were students of class X OTKP at SMKN 1 Lamongan in general administration subjects, specifically the basic competency of checking documents or incoming and outgoing letters. Data collection techniques using observation, and interviews. With data analysis techniques through data collecttion, data presentation and conclusion. in fact during the learning process students tend to contextual subject matter, so we need an appropriate learning model. The Number Head Together (NHT) learning model is a learning model applied by teachers to create patterns of interaction through mastery and understanding of mater. Through group discussion with numbering in each member, this refutes to discuss students to discuss actively for the learning process to achieve predetermined learning goals. Based on the research it can be concluded as an effective Number Head Together (NHT) learning model. Furthermore, further research can be made up of research to obtain relevant data in the field
Pengembangan Media Pembelajaran Permainan Pakpikpok Pada Kompetensi Dasar Memahami Komunikasi Kantor Untuk Meningkatkan Hasil Belajar Siswa di SMK Negeri 1 Surabaya
This research aims to describe the process of developing pakpikpok game learning media on basic competency understanding office communication, analyze the feasibility of media and responses of students to the media, and analyze the effectiveness of the use the media to increase student learning outcomes at SMK Negeri 1 Surabaya. This research is a development research that refers to 4D model suggested by Thiagarajan, Semmel, and Semmel, namely define, design, develop, and disseminate. The limited trial subjects were 20 students of class X-OTKP 4 and instrument test subjects students of class X-OTKP 3. The sample of this research students of class X-OTKP 4 as the experimental class and students of class X-OTKP 5 as the control class. Data collection instrument used question and media expert validation sheets, student response questionnaire, and student learning outcomes test. Data analysis techniques include validation of question and media expert, student responses, item analysis, N-Gain analysis, completeness of student learning outcomes, homogeneity test, normality test, and hypothesis test. The results showed that the media developed included in the feasible category by obtained percentage of question experts 90,5% and media expert 96% with overall in œvery strong criteria. While the results of student responses to the media developed obtained percentage of 99% with œvery strong criteria. The results of effectiveness test showed average N-Gain the experimental class of 0,48 with œmoderate criteria, while the control class only of 0,28 with œlow criteria. Based on the results the t-test analysis of the posttest, obtained tvalue (2,586) > ttable (1,997), so that H1 accepted and H0 rejected. Can be concluded that pakpikpok game learning media developed is effective to be used as supporting learning media that can improve student learning outcomes class X-OTKP at SMK Negeri 1 Surabaya